#version 300 es
precision mediump float;
uniform sampler2D sTexture;
in vec2 vTextureCoord;
in vec4 vambient;
in vec4 vdiffuse;
in vec4 vspecular;
out vec4 fragColor;
void main()                         
{
   vec4 finalColor=texture(sTexture, vTextureCoord);
   fragColor = finalColor*vambient+finalColor*vspecular+finalColor*vdiffuse;
}              